EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2821 Posted 11 April 2012 - 06:36 PM
#2822 Posted 16 April 2012 - 01:49 AM
Would be quite useful for optimization, or for using the spotlights as texture projectors only. Thanks!
#2823 Posted 16 April 2012 - 02:46 PM
#2824 Posted 16 April 2012 - 03:08 PM
Plagman, on 16 April 2012 - 02:46 PM, said:
AFAIK pal is not used for anything (except in DukePlus), since the light color is determined by xvel/yvel/zvel. I suppose clipdist could be used as well.
#2825 Posted 16 April 2012 - 07:06 PM
#2826 Posted 16 April 2012 - 07:13 PM
This post has been edited by Diaz: 16 April 2012 - 07:17 PM
#2827 Posted 16 April 2012 - 07:45 PM
Diaz, on 16 April 2012 - 07:13 PM, said:
Or pal 4, since that would make it visually obvious that there was something different about that SE.
#2828 Posted 16 April 2012 - 07:54 PM
#2829 Posted 16 April 2012 - 08:04 PM
#2830 Posted 16 April 2012 - 09:07 PM
#2831 Posted 16 April 2012 - 10:01 PM
#2832 Posted 16 April 2012 - 11:26 PM
#2833 Posted 17 April 2012 - 01:01 AM
#2834 Posted 17 April 2012 - 10:17 AM
#2835 Posted 17 April 2012 - 10:30 AM
Helixhorned, on 17 April 2012 - 10:17 AM, said:
People sometimes wall-align sprites by accident, but on SE50 that's probably very rare.
#2836 Posted 17 April 2012 - 02:26 PM
Mblackwell, on 16 April 2012 - 07:06 PM, said:
Nope, hittypes and spriteext are not stored in maps.
Fox, on 16 April 2012 - 08:04 PM, said:
Pal 3 is perfectly fine. The boss code always does "ifspritepal 0 else" for miniboss checks so pal 3 and pal 21 work equally.
#2837 Posted 17 April 2012 - 03:04 PM
state boss1code ifaction ABOSS1FROZEN { ifcount THAWTIME { ai AIBOSS1SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
This post has been edited by Fox: 17 April 2012 - 03:06 PM
#2838 Posted 17 April 2012 - 03:09 PM
#2839 Posted 17 April 2012 - 09:08 PM
Trooper Dan, on 16 April 2012 - 09:07 PM, said:
Doh! I somehow misconstrued the conversation. Continue!
#2840 Posted 22 April 2012 - 02:10 PM
I was suspecting you could have loads of Polymer lights as long as their radius was small and the number of objects affected low, but I wasn't expecting it to be true to this extent...
Just look at the number of lights and the framerate....
This post has been edited by Diaz: 22 April 2012 - 02:16 PM
#2842 Posted 22 April 2012 - 02:40 PM
Tea Monster, on 22 April 2012 - 02:36 PM, said:
I guess using higher radius lights, which causes many objects to be redrawn for each light; that's assuming I'm understanding how lights work, of course.
#2843 Posted 22 April 2012 - 02:47 PM
Diaz, on 22 April 2012 - 02:40 PM, said:
In that shot you have a simple map area with some models (the arcade machines). My understanding is that the complexity of the map, and especially having lots of child sectors, greatly reduces performance and increases the amount of light calculations. On the other hand, Polymer handles models very well. So my guess is that the good performance there has more to do with the map than the radius of the lights.
#2844 Posted 22 April 2012 - 02:53 PM
#2845 Posted 22 April 2012 - 04:41 PM
#2846 Posted 22 April 2012 - 05:03 PM
#2847 Posted 22 April 2012 - 05:13 PM
Tea Monster, on 22 April 2012 - 05:03 PM, said:
BUILD maps don't ever get compiled. It's one of the best features of the engine and allows for great versatility and ease of mapping. The ability to change things on the fly in-game is also pretty awesome. When you realize that all the Polymer lights have to be completely dynamic with nothing compiled, it makes the performance challenges a little less surprising, no?
#2848 Posted 22 April 2012 - 09:45 PM
Trooper Dan, on 22 April 2012 - 02:47 PM, said:
I believe that every object needs to be drawn once for each light that hits it. So if an object is hit by 10 lights it will have to be rendered 10 times.
A light with a large radius means more objects will be affected, and several lights with a large radius means you're redrawing the entire scene several times. So it doesn't depend on either the amount of objects or the radius of lights, but rather a combination of both. I have several more complex scenes where the framerate still stays above 60.
And yes, when you notice how fast Polymer is drawing models (which are the basic building block of today's engines) and you realize that every light is dynamic, the renderer doesn't look to be badly optimized at all!
This post has been edited by Diaz: 22 April 2012 - 09:48 PM